I Love the Mid-Chapter Patch, but a Few Notes...

If you haven't read the notes on the 3.7.0 patch, you can find them [here].

I just finished reading the Mid-Chapter patch notes, and just reading them, I'm really really interested. I think that this patch is going to be extremely important in changing the way that we play the game for a long time to come. It also fixes a lot of the issues that I've heard people complain about (Myself included) for a very long time. I'm happy to see the devs continue taking steps in the right direction as they have in most of the past few patches (In my opinion.).

With all that being said, this patch isn't perfect as of right now. Going over each change, there are tiny flaws that should be fixed before the patch goes live. Let's go over each change individually, state what's good, and what's not so good.

Repair Changes:

The repair changes boil down to this: There's a bigger penalty on multiple survivors working on a gen together, and great skill checks don't make as much of a difference.

This is a sort of dilemma. The problem with gens getting completed super fast isn't when survivors stack on gens and nail perfect skill checks all the time (The latter was more important when old Ruin was still around, but not as much anymore.). It's when survivors split up around the map and hold M1 for 80 seconds. That's when generator speeds are at their strongest.

With that being said, that's not my way of saying that this is a bad change. In fact, I more bring this up as a counter-argument to anyone who makes the above claim. The only way to fix true, genuine gen rush is to increase generator repair time overall. The biggest problem with this is that generator repair is the most boring part of the entire game on the survivor's part. Again, it's just holding left click for 80 seconds. Sometimes less, sometimes more. The more we increase generator repair speeds, the more time we're taking away from survivors to do something that's actually fun: Chases.

These changes are a good middle ground. These changes will never stop gen rush, that's obvious. They're only here to fill in the excess gaps. These changes aren't so major that they make survivor boring, but not so minor that killers can't capitalize on them. Honestly, we can't ask for much else.

On this topic, I would like to mention that a further buff to Stake Out is probably in order. Instead of increasing skill check bonuses by 2%, make it so that landing an actual great skill check with a token will consume the token, but will give a 4% bonus instead of a 1% (Along with the current utility, where hitting a good skill check will turn it into a great.).

Map Changes

Here's my feedback on two maps that need some tweaking.

Wrecker's Yard: A size change is really unnecessary. In my mind, Wrecker's Yard is the poster child for a perfect map, and the size is especially true in this regard. Just for context, here's a list of maps that are the same size or larger than Wrecker's Yard that aren't getting changes:

  • Wretched Shop
  • Mother's Dwelling [I'll be touching on this one later!]
  • Mount Ormond
  • Lampkin Lane
  • Suffocation Pit
  • Disturbed Ward
  • Badham Preschool (Same size)
  • Torment Creek
  • Groaning Storehouse
  • Grim Pantry
  • Ironworks of Misery
  • & more!

The devs haven't clearly stated that Wrecker's Yard is actually being made smaller. It could also be a layout change. This is more just a disclaimer that it doesn't need a size change.

Mother's Dwelling: On the flip side, Mother's Dwelling is the largest map in the game (12,032 m²). It absolutely, 100%, more than any other map needs a size change.

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That's it! Feel free to leave your feedback.

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